Arid Mesa

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Rare
Zendikar Expeditions (EXP) Mythic Rare
Zendikar (ZEN) Rare

Combos Browse all

Arid Mesa

Land

, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card and put it onto the battlefield. Then shuffle your library.

Price & Acquistion Set Price Alerts

MM3

ZEN

Ebay

Arid Mesa Discussion

Zej on Nahiri, The Lithomancer

4 days ago

Thank you everyone for the comments. I appreciate all the help with this. I should say that mass and continual land destruction is frowned upon. I went "lighter" on the reanimation with a high probabilitly some thing will be "exiled" rather than just destroyed. That is the direction things seem to be moving.

@hkhssweiss - thanks for the input. I do use a Cataclysm + Faith's Reward Combo. This helps remove all the plainswalkers from the Atraxa deck.

@xaarvaxus - There is some light reanimation with the Sun Titan and Sword of Light and Shadow .

I do like the idea of Mistveil Plains and will be adding that in V2.

I feel the weakest cards in the deck are Elspeth, Knight-Errant and Linvala, Keeper of Silence .

I have to say Extraplanar Lens felt underwhelming as well. But, I know once Eight-and-a-Half-Tails is out I want all the white I can get. IDK maybe Caged Sun would be better here.

I do have a Teferi's Protection and I need to find a spot for it. I also feel a spot should be Tocatli Honor Guard as well.

So the next version 2.1 will be

Out: Elspeth, Knight-Errant , Linvala, Keeper of Silence , and 3 Plains .

In: Teferi's Protection , Tocatli Honor Guard , Mistveil Plains , Arid Mesa , and Marsh Flats

Thank you all for the tips and ideas!

Myrothios on Yidris, Maelstrom Dredger

2 weeks ago

I noticed you had Arid Mesa in there but no basic mountains or plains which would make it useless unless cards like Volcanic Island counts as technically they are both types. I also noticed that you have many lands that sacrifice themselves for a specific color or two specific colors I think it would be beneficial to add some three color lands like Frontier Bivouac, Opulent Palace, Crumbling Necropolis or Savage Lands. Rupture Spire and Grand Coliseum are good too. Unknown Shores is another option if you still need more multicolored.

Darth_Savage on Boros aggro

3 weeks ago

Most modern decks play between 3 and 7 basic lands, these are mostly included to allow for effects like Path to Exile or Field of Ruin. The fetch (Arid Mesa) and pain lands (Sacred Foundry) are the most popular, but the price reflect that. You will need to keep a certain number of mountains to leverage Chained to the Rocks, though you could keep your mostly basic mana base and run Blood Moon which wouldn't really hurt you...

Guerte on [[Primer]] - Daretti - Degenerate Artifacts

1 month ago

repkan10: Glad to hear you're a fan! So, the most recent changes I've opted for are:

OUT:

IN:

I've opted to cut all of the fetch lands and Crucible of Worlds, at least for the time being. Being a mono-colored deck means we don't need to worry about color fixing, the fetches aren't necessarily important. Losing Crucible may prove to be a mistake, as we will no longer be able to play lands from our graveyard to ensure hitting our land drops, or reuse our many utility lands.

In their place, I have opted to run four more basic Mountains as well as Forge of Heroes to replace the lands I took out. Forge will hopefully prove to be a worthwhile land, as it should enable us to ultimate Daretti a turn earlier. In place of Crucible, I have chosen to put in Saheeli's Directive. With Directive, we should be able to spam the board with a ton of artifacts, and hopefully get closer to winning the game.

As far as Tron lands and KCI are concerned, I had a lot of utility lands that I ended up not using, so I decided to add these lands to increase the amount of mana I could produce. And KCI is mainly there as an additional sac outlet to save from exile effects or to set up a massive Scrap Mastery.

jaymc1130 on Dramatic Thrasher

1 month ago

@ benjameenbear7

The red splash is 100% absolutely not necessary at all. I've played this shell in a Tymna variant as well and the white in that list is, likewise, not needed at all for the primary functions of the deck to be efficient and effective.

There are a few reason why I'm running a 4th color thought. First being that Thrasios is simply hands down the best commander in all of EDH. It's a value engine, acceleration engine, and infinite outlet that grants access to your entire deck for the low low cost of . Since Thrasios happens to have Partner as an ability, it'd be kind of a waste to not use that. You could opt into only UG if you wanted, but black is the absolute most dominant color in all of EDH. So to fully take advantage of Thrasios in the card's entirety you'll want to include a Partner commander that has black in it's identity. Of the commanders available that fit the bill the absolute best in a vacuum is Tymna, another low cmc value engine that helps singletons decks be consistent. The other really good option is Vial Smasher who has a low cmc and a narrow function as an outright win condition. So we know we probably want to run one of these 2 unless the shell is transferred to another Commander (like perhaps Tasigur who provides a similar function to Thrasios and contains the 3 primary colors).

The second reason to run a 4th color is additional access to various forms of consistency or interaction that are relatively easy to cast. Wheel of Fortune adds a third good wheel effect to the deck, and Gamble is the absolute best 1 mana tutor around provided you have a way to limit the drawback (Ad Nauseam win lines LOVE to Gamble for the win). This additional consistency is really only possible due to the number of fetches and duals being run, but since that mana base is also the most consistent thing possible the extra color makes the card slots more efficient and consistent rather than less. Every dual and every fetch counts as a comes into play untapped "tap for any color" land with no draw back aside from a small payment of life. Running all the other good similar lands in addition (your Command Towers and Mana Confluences) means about 25% of the deck is a "land that can produce any color" and produce it the turn it comes into play. This all helps make opening hands and opening turn plays very consistent. Running one less color means several fetch lands lose some functionality and one in particular is a dead draw at any point (Arid Mesa) and there is a lower percentage of lands that are optimal on both turn 1 and all subsequent turns, which means less game to game and opening turns consistency.

The strange situation in which the 4th color leads to more consistency and the fact that our best Partners require a 4th actually winds up serving to improve the deck over all, making it more consistent and more resilient in different ways depending on which of the splash colors is decided on. I personally love the concept of running an outlet as one Commander and a win condition as the other, but have no problem with a substitution of Tymna for even better consistency and ability to grind out advantages in game. I just feel like Thrasios is already a bit of an option to do that given the way the deck operates, often leaving up mana for interaction that it can easily use on Thrasios' ability at EoTs, and running Nexus of Fate denies most mill lines from decking you while pairing with Vial Smasher for win locks in an easy and consistent manner.

Most of the wins with this deck come from reaching a point where the whole deck can be looped. And you can present those loops as needed when needed to win, but the easiest one to present is "Cast Nexus. Vial smashes one of you in the face for 7. Cast tutor for Nexus. Pass and take my next turn.", by far. The rest of the loop-able stuff is really there more because it doubles as some form of utility or interaction that aids the deck in setting up infinite mana by halting opponents plans, destroying them, or finding your own plan. Some of those things happen to incidentally be win conditions on a loop.

The downside of this 4 color consistency plan is that specific hate exists to combat the problem and that hate is relevant in cEDH. Fortunately this isn't much of a problem because those pieces are often more expensive mana wise than the deck's answers, massively less numerous than the decks number of answers, and many of those answers are preemptive. I find most staxy effects to be too slow and inefficient unless multiple stax decks are in a pod and then they often interfere so badly with each other and not so badly with Dramatic Thrasher that only one is real opposition.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER v2]

1 month ago

With the upcoming release of UMA dropping the price of Ancient Tomb, Cavern of Souls, and Phyrexian Altar, I am more comfortable adding them back into the deck. These 3 cuts in particular were hard, but at the time the prices were too high, and even though people have decks that are a lot more expensive than mine, going to FNM with a $1200 deck made me uncomfortable.

Also adding back the two cheapest fetches, Bloodstained Mire and Wooded Foothills. Not sure if I will ever get an Arid Mesa or Scalding Tarn ever again. The reason I am adding these back is that Experimental Frenzy is a very strong card, and any kind of shuffling effects make it better. Madblind Mountain helped a bit, but bringing back some fetches will help even more. Plus I really missed using Crucible of Worlds on them!

multimedia on Mayael the Anima

1 month ago

Hey, looks good, looks fun.

Consider adding these cards:

Cards to consider cutting:

  • Colossus of Akros
  • Emrakul, the Promised End
  • Nylea, God of the Hunt
  • Primordial Hydra
  • Ulvenwald Hydra
  • Brutalizer Exarch
  • Collected Company
  • Eerie Interlude
  • Panharmonicon
  • Boundless Realms
  • Primal Surge
  • Rout
  • Release the Gremlins
  • Boros Garrison

Consider these cards to make the deck more competitive:

Rack is busted with Mayael. You can repeatedly use cards in your hand to set-up the top of your library so when you look at the top five with Mayael you'll always have a creature to cheat into play. Sneak is excellent as an alternative way to cheat big creatures onto the battlefield while giving them haste. The Eldrazi: Kozilek and Ulamog are among the biggest and best creatures to cheat into play. Annihilator is busted with haste and when these Eldrazi/Blightsteel are sac EOT they go back into your library.

Competitive Commander manabases use Fetch lands. They're especially good with three, four and five color decks because they give you so many choices of lands since they can tutor for dual lands. ETB tapped lands are not what you want to play when being competitive. You want all your lands to ETB untapped so you can use the mana they provide the turn you play them otherwise you'll get too far behind, not able to cast spells. Consider these lands for a more competitive manabase: Fetch lands, Shock lands (already have them), Battle lands (already have them), Battlebond lands, Filter lands, Check lands, Rainbow lands?

Fetch lands:

Battlebond Lands:

Filter Lands:

Rainbow Lands:

Other Lands:

Consider this more competitive manabase example:

  • Ancient Tomb
  • Arid Mesa
  • Bloodstained Mire
  • Bountiful Promenade
  • Canopy Vista
  • Cinder Glade
  • Clifftop Retreat
  • Command Tower
  • Fire-Lit Thicket
  • Flooded Strand
  • Homeward Path
  • Mana Confluence
  • Kessig Wolf Run
  • City of Brass
  • Reflecting Pool
  • Rootbound Crag
  • Rugged Prairie
  • Sacred Foundry
  • Spire Garden
  • Stomping Ground
  • Sunpetal Grove
  • Temple Garden
  • Reliquary Tower
  • Windswept Heath
  • Wooded Bastion
  • Wooded Foothills
  • Yavimaya Hollow
  • 5 Forest
  • 2 Plains
  • 1 Mountain

Good luck with your deck.


ArchonBlue on Boros Burn

1 month ago

2 copies of Sacred Foundry should be fine. I would cut two for more fetches, maybe 2 Arid Mesa. I also think Goblin Guide is better than Vexing Devil. Looks pretty good otherwise!

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